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authorErwin Coumans <blender@erwincoumans.com>2006-01-01 03:20:50 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-01 03:20:50 +0300
commit71991cf41ed5018ffaf3f00b75fd142419b36af0 (patch)
treef0996985944e302db7dcdaa87191599da28a7824 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentbab1b90edc55251ceb5e3033d588347b48cceca4 (diff)
Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work.
See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 71a80e01f3b..fb5037345a8 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1022,7 +1022,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
//need a bit of damping, else system doesn't behave well
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
-
+
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
if (objprop->m_in_active_layer)